Shaman Tamer

The Shaman Tamer is a spiritual guide and master of ritual magic, connecting the physical and spiritual realms. They summon spirit totems with restorative power to aid allies, providing healing, protection, and resilience. Their rituals grant access to various magical tools, making them versatile in combat and exploration.


As they gain power, the Shaman Tamer's totems become strong shields for allies, granting temporary vitality. By harnessing their ancestors' might, they enhance the totems’ effectiveness on the battlefield. The Shaman Tamer excels in keeping allies resilient and ready for challenges, embodying unity and ancient wisdom.

Shaman Tamer Features By Level

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Ritualist
1st Level Feature
You gain proficiency in the Intelligence (Religion) skill, and you learn additional ritual spells and can perform them at twice the speed. Add two ritual spells of your choice from any class to your known spells. These do not count against your spells known, and can be swapped for higher level spells when you level.
Spirit Totem
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Spirit Totem
3rd Level Feature
As a bonus action, you can summon a spirit totem by choosing an unoccupied space within 15 feet of you. The totem takes the form of a spectral figure or animal spirit, imbued with restorative energy. The totem lasts for 1 minute or until dismissed (no action required).

Statistics: Each totem has hit points equal to 5 + your Tamer level (d4s). Its Armor Class (AC) is 11 + your proficiency bonus (PB). It cannot move and is immune to charm and fear effects.

Healing Effect: As an action, you can strike an ally with the totem's healing energy using your spell attack modifier. Choose one creature within 15 feet of the totem. If the attack hits, the chosen creature regains hit points equal to 1d4 + your PB. Each totem can heal once per turn.

Limit: You can summon a number of spirit totems equal to your proficiency bonus at one time. After 1 minute or if destroyed, the totem dissolves into spiritual mist, and you must summon a new totem as a replacement.
Spirit Resonance
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Spirit Resonance
6th Level Feature
While within 10 feet of one of your spirit totems, allies gain resistance to a damage type based on the totem's form. Bark Totem: Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Guide Totem: Resistance to psychic and radiant damage.
Totemic Bond
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Totemic Bond
10th Level Feature
Whenever a creature starts its turn within 10 feet of one of your totems, it gains temporary hit points equal to your Wisdom modifier (minimum of 1).
Ancestral Might
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Ancestral Might
14th Level Feature
Your totems become permanently empowered. They gain resistance to all damage, and you can place two totems as a bonus action instead of one.
Echoes of the Ancestors
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Echoes of the Ancestors
19th Level Feature
When you summon a Spirit Totem, you can immediately choose one of the following effects:
  • Ancient Guidance: You and up to three allies within 30 feet can immediately move up to 10 feet without provoking opportunity attacks.
  • Spiritual Surge: Each ally within 15 feet of the totem regains 2d8 hit points and gains advantage on their next saving throw before the start of your next turn.
  • Binding Earth: Hostile creatures within 15 feet of the totem must succeed on a Strength saving throw (DC = your spell save DC) or have their speed halved and be unable to take reactions until the start of their next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all uses when you finish a long rest.
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